-
Posts
116 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by samhuk
-
WIP - Environmental Visual Enhancements Development
samhuk replied to rbray89's topic in KSP1 Mod Development
Ok. So firstly, "problem" =/= "bug", please quote correctly. They mean different things. If English is not your first language I apologise since your error is expected. "bug" = unintended features of software that are usually hinderances. "problem" = features of software that are hinderances, they can be intended, I.e. temporary/placeholder feature also...I said "seems", in other words, not necessarily 120% fact down to the exact date. I saw EVE-WIP from early public days and it did have the red glow. So not sure where you're coming from there. The fact is the red glow is a problem, and I was asking for progress on it. Thanks for getting back regardless. -
WIP - Environmental Visual Enhancements Development
samhuk replied to rbray89's topic in KSP1 Mod Development
any progress on getting rid of the giant-red-sun-glow problem? Seems to have been an issue since day one of WIP EVE I think. -
WIP - Environmental Visual Enhancements Development
samhuk replied to rbray89's topic in KSP1 Mod Development
Phew, trying to get EVE WIP, a bunch of other mods, opengl, and reshade+sweetfx with custom configs... Is a right chore. The game directory literally has more files not associated with stock KSP...ridiculous... at the moment getting really low FPS with opengl enabled. Tried to see if reshade had issues with opengl so disabled reshade and still bad FPS. Without opengl the game has good FPS. Hmm, so conclusion is opengl and EVE WIP are not friends. -
WIP - Environmental Visual Enhancements Development
samhuk replied to rbray89's topic in KSP1 Mod Development
Wow, just read up on that more on the wiki... aaaaaand.... In all seriousness though, it's really impressive and interesting how you got advanced shader and atmos. features into not only KSP and unity, but also in a way that is a tleast somewhat possible on high-range PC's -
WIP - Environmental Visual Enhancements Development
samhuk replied to rbray89's topic in KSP1 Mod Development
Thanks for the detailed response, that was fun to read! And as for the specifics, it's a shame one couldn't fluently switch between an MS-flight styled atmos rendering system (requiring basically a mini-hamster-wheel powered PC to render), then to different forms of rendering for high-alt and orbital viewpoints Basically moving from a two-part rendering system (PQS to ScaledSpace), to a 3+ part rendering system. EDIT: Hmm, older games like COD4 for example used a billboard system to generate the smoke from the smoke grenades, and basically all games pre-2010-ish used that. How it worked is they rotated the billboard to the user's viewpoint, so the smoke looked 3D, and when you rotated to see if it was, the actual 2D smoke texture billboards rotated. Almost like older cloud/smoke rendering systems just used constant fooling-the-user rendering, trying to fool the user with fake 3D by rotating 2D. It worked quite well and maybe could increase head-rooms and performances for EVE? Or atleast...have an optional 2D-rotating-billboard mode for peeps who want faster FPS/have a weak PC. -
WIP - Environmental Visual Enhancements Development
samhuk replied to rbray89's topic in KSP1 Mod Development
I don't know why this came to mind but do people here remember Microsoft's old flight simulators? What I'm curious about is why are clouds in KSP SO difficult and complex and PC-demanding to do, and yet in 1999 flight simulator Microsoft arguably does a better job. And they did that for 1999 PC's, which as I can remember from being a kid, were about ten thousand times slower than today's, and with caveman software. What is making it so hard to implement good clouds into KSP? I don't get it Also... I picture rbray... -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samhuk replied to pingopete's topic in KSP1 Mod Development
Ah I didn't mean that U5 will bring any visual things, I meant that it may bork a lot of rbray's work due to compat. issues. That would be a shame. Hopefully SQUAD will update to U5 while also adding in some kind of fancy pre-U5 compatability features. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samhuk replied to pingopete's topic in KSP1 Mod Development
Good job on the temporary port pingo, that should keep some folks happy for now. I just can't wait until the release of the new EVE and then your port to RSS (I mean you're basically the HD-EVE guy right? Possible name-change in future? Hmmm....). I mean KSP is looking at huge improvements soon down the line, with improved graphics mods, Unity 5, etc. Sadly though it seems that the U5 update will be very big, and may, like, invalidate a lot of what rbray has done for the past several months... ..ouch Then again I've made like 1 SRB in unity which crashed my PC and blew up things, so I ain't got any 1337 skills in that department... :/ -
Stop messing with Physics Please
samhuk replied to Rixsaw's topic in KSP1 Suggestions & Development Discussion
I think the OP and the topic in general is a little daft. Basically, "Nah, I don't want the game to improve.". I mean, what? The changes to the aerodynamic system for example have been amazing and I can't thank SQUAD enough for the improvements. The new aero system for example means that the air is less 'bitey' at slow velocity which makes all sorts of VTOL, plane, and rocket designs much easier, fun, and possible. The camera shake is very immersive, and I made a thread about it's suggestion about a year ago, so that's nice to see finally in. Overall, why complain about these great improvements? It's maddening IMHO. -
[1.6] Davon Throttle Control systems mod [v088]
samhuk replied to PrivateFlip's topic in KSP1 Mod Releases
There seems to be some bugs with the balance calculations in the current release. DTC makes thrust balance worse in most situations where balance is already quite close, i.e. changing throttles of engines so craft is less balanced. Could it be that it is not taking into account some extra masses/forces? Either way it isn't calculating the correct throttle levels to achieve good COM and COT alignments. I have quite a few mods installed, could it be that one of the mods is borking COM and COT calculations? Apologise for lack of screenshots, but I suppose you get the idea. -
I agree somewhat with the OP. There really is little point on further work without updating the extremely outdated core systems of KSP (Unity 5, 64-bit, etc.). KSP has already somewhat reached a glass-ceiling in terms of quality, there is hardly any room for improvement without the actions advised by the OP. Also... Nope. That isn't what the OP said at all. That's dubious extension. The OP said there should be focus on stability and core-systems (U5, 64-bit, etc.), and there was nothing on .Also, you say that , but that is the case with only small and basic mods. Large and complex mods which "95%" of people actually download didn't and for some still hasn't.
-
WIP - Environmental Visual Enhancements Development
samhuk replied to rbray89's topic in KSP1 Mod Development
Liking the progress of the new EVE rbray and Co.. Keep it steady man! As a side note, ever thought of taking some ideas from the creator of the Scatterer mod? I've tried the mod and although it is very wip, it shows some promising effects. This combined with the great clouds and other effects of EVE would just be...GPU/face-meltingly amazing! EDIT: TBH I just got a 970 from an old 660 and moar RAM, so I could be just bias in wanting better effects now huehue -
looking forward to KSP 1.0 RO support Shame it's gonna be a few months until a good group of mods are supported
-
WIP - Environmental Visual Enhancements Development
samhuk replied to rbray89's topic in KSP1 Mod Development
I'm really liking the new terminators, loving the very subtle cloud shadows (bump-mapping?) at the terminator. Keep it going rbray and Co. ! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samhuk replied to pingopete's topic in KSP1 Mod Development
Oh man, imagine lightning storms while in orbit on ksp. R.I.P GPU -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samhuk replied to pingopete's topic in KSP1 Mod Development
..., I looked over at the thread and even people who are regulars at the thread were for the past 2 days like "yeah he's still gone, maybe he will come back". *rapidly translates head to palm* EDIT: Seems like over on the 'actual' EVE thread, no-one actually knows that he has returned lol. I think rbray wants a more low key intro back into ksp so I think that's why he made the announcement on the less-well-known WIP EVE thread... -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
samhuk replied to pingopete's topic in KSP1 Mod Development
Hinting at an rbray return? Dangerous move pingo, prepare for the inbox swamp with "omgz rbray returnz!?!? Tell meez what he sayz!?!?!?!?!? :sticktongue: " -
Just tried launching KSP, crashes at a config error, seems like ModuleFixer is sorta essential, so thanks for the heads up on the USI mods, i'll uncheck Universal Storage and re-check module fixer, let's see if we can get this baby rolling EDIT: *just as finishing above reply, 2nd attempt KPS bootup finishes and it works* ... ... looks like RO-KSP just needs a few tries to get it started haha
-
Oh...wow...i'll take off my stupid hat <- I forgot to do the 'apt-get install libcur..........' thing. That combined with not install moduleFIxer (not essential for RO) 'seems' to have fixed everything. It's downloading now, so lets see EDIT: and damn the similarities with the number 1 and the lower-case letter of L. On the github CKAN releases page, it says "...libcurl4..." but because of the console font my first guess was "...libcur14..." Haha, that was 20 minutes of my morning dedicated to that
-
The big bug with 401 and 404 errors at startup can be solved with editing the 'checkupdateatstartup' thing to false within the guiConfig.xml file inside the 'CKAN' folder. However I'm having another bug, which is when trying to download RealismOverhaul, I get the following error and the download stops: The following inconsistencies were found: Regolith 0.1.7 and ModuleFixer 3 conflict with each other, yet we require them both! Error! Not downloading ModuleFixer 3 to maybe stop this conflict doesn't help, and ckan gets stuck on 'updating mods' Thanks for any help in advance
-
Thanks for the update Nathan! EDIT: Argh, still getting that CKAN bug for linux, not downloading module fixer 3 still doesn't solve the problem, and CKAN just crashes on 'updating mods' Thing is, you're going to be like "well it's a ckan bug so they will know", and ckan folk be like "well the conflict is the mod's fault not ours" god dayum accountability EDIT 2: I forgot to do the "apt-get install libcurl4........" thing for CKAN, and that combined with not installing Module Fixer 3 seems to have fixed some things.
-
Ok... Crossing off ModuleFixer the download on the CKAN GUI freezes at "updating required mods", well, the bar still moves but it does not progress after that. As for regolith, when you install RO on CKAN regolith isn't even listed as a requirement... Probably just my PC being a douche... Thanks.
-
The large majority of people does, installing RO without CKAN is, well, hileriously impossible. And I didn't post the log because it's kinda obvious what is happening by the log, but here it is anyhoozles: The following inconsistencies were found: Regolith 0.1.7 and ModuleFixer 3 conflict with each other, yet we require them both! Error! Thank you. EDIT: Tried to install via command-line also, but also failed. Is anyone else having this problem?
-
Hello guys, There seems to be a problem with downloading the RO package through CKAN (which everybody does). There is a fatal clash between 'Regolith 0.1.7' and 'ModuleFixer 3' which crashes install of RO. Any pointers would be good, Thanks. EDIT: On Linux install by the way.